LD18 August 20–23, 2010

A question & final progress report

I was just wondering, are we allowed to include music we haven’t made ourselves if we explicity state that it isn’t ours and is just to make the game a little more interesting? I only ask because I have no musical talent and I’d like to put some background music in.

Meanwhile, game development is going well. Just finishing touches now, but I’m getting very tired already. I’m sure I’ll finish in time though. Here’s a screenshot of my neato title art:

titlescreen

Comments

22. Aug 2010 · 17:25 UTC
Alas, using other people’s music is a no-go. If you sample & remix, sure — but just dropping in a clip you didn’t create during he compo is definitely against the spirit of the rules. I could just drop in some sprites I picked up elsewhere, too, just to make the game more interesting…

done

It’s done. Not finished… but I better get sleep.

http://allefant.com/zombies_by_allefant.zip

third

This Won’t Hurt a Bit

I’d really expected to be bricking it by now, with tonnes of vital an unstarted, let alone unfinished work still to do.

Thankfully I seem to have judged the scope of my game fairly well, there’s still hours to go, and I’ve already moved firmly onto polishing rather than producing.

Just put a simple particle system in, and it’s working wonders, really adds a lot of movement and drama.

particles

I’ve also written some music that I’m only mildly unhappy with, which for me is pretty spectacular.

Oh and I took half an hour out to cook some Cheesy Oat Bread (it’s like a cross between scones and cheese twists, but with bacon). It doesn’t look especially spectacular, but I promise you, it’s amazing.

Cheesy Oat Bread

After all that cheery optimism I can just tell something is about to go badly wrong, urk..

Both purple and orange

I’m currently rather worried about rare bugs, number of features still to do, and whether the game is any fun. But I think it makes nice screenshots.

I’m considering removing the shooting element, and forcing the player to collide with enemies to convert them to slaves instead. I think with the enemy’s bullets pushing you back, it’ll add an interesting bit of challenge to that element. I’ll be sad about throwing out all of yesterday’s aiming code.

Comments

Praetor57
22. Aug 2010 · 18:15 UTC
I love the art style! Looking forward to trying it out!

First level – Also my art is crappy

Bonjour!

I have a level now. It’s not a pretty sight, but I’m not going to make it any prettier 😛

Oh god my eyes.. my eeeeeeyes!

Oh god my eyes.. my eeeeeeyes!

Also I have some music in my game now. By game I mean the intro and title screen, since the game screen itself will have no music or sounds, since I don’t have time to do either :)

My focus now is to create 5-ish fun levels. Then my game will be done.

5 hours do not a game make.

Really bummed, I only ended up getting about 5 hours to work on my game this weekend. I might switch to jam formation and try to finish something late tonight, we’ll see.

I’m pretty proud of the pixeling I did for my ltitle army dude guy, and that took up most of my time (being a programmer, the pixels do not come easily.)

I did start to put together quality beginnings of a JavaScript/Canvas engine – Screen, Buffer, Joystick, Sprite, Animation, and Loader classes. You can march the little dude around.

You can check out my progress at github:

http://github.com/newobj/ludumdare/tree/master/ld18/

‘Unarmed and Dangerous’ complete!

It’s as finished as it’s going to get. I’m reasonably happy with the end result – as it didn’t go so smoothly this time – going isometric was a bit trickier than I’d anticipated… Download it here

So less time for the gameplay itself – but maybe that wasn’t a bad thing, as keeping the game simple forced me to be a bit more creative with the level design. And although the game is short, just a few small levels, the last couple should present a reasonable challenge :)

Final Screenshot

Comments

22. Aug 2010 · 18:09 UTC
The screenshot looks quite nice, will have to give that a go later on. Congrats.
22. Aug 2010 · 18:39 UTC
After playing yours, I’m not sure why I even bothered. This is brilliant!
mikeysee
23. Aug 2010 · 08:59 UTC
Wow I really like this one :) The gameplay is nice and tricky, how I like it! The controls are abit tricky, but isometric space is always tough to navigate with the keyboard, im not sure how else you could have done it.

First real screenshot

Finally got past my compiling issues and got stuff on the screen. The sound library wouldn’t cooperate so I’ll probably have to submit with no sound, though this is looking like it will run out of time for the compo anyway

Lich1

The application “They’ve Come For Me” has unexpectedly quit.

Yes, it’s true.  I’m dropping out of the contest, due to schedule conflicts.

So close, too!  Here’s what I had cooking:

compo_entry_fail

At this point, we’re about 60% into feature completion – the enemies, bullets and level progression still remain, but they’d have been doable within about four hours, I think.

I will definitely complete it in time for the jam, though, where everyone will forget about it among the many much more visually appealing Flash and Unity titles. :)

What was supposed to happen:

Contrived Storyline:

It’s the year 21XX, and after a war with robots, environmental ruin and famine, the remaining humans are being hunted down and purged by the machines.  The title refers to the fact that the protagonist is the last living human in his village, and they have, in fact, come for him/her.

Legend has it that, somewhere away from town and across the desert where the machines won’t venture, due to the risk of overheating, is the last remaining enclave of human civilization, and they’re looking to bolster their numbers and launch one last counteroffensive.  The protagonist, having few other options, has decided to cast his lot in with them, and must escape the robot sentries that are patrolling his/her ruined village.

The robots are impervious to attack by anything our unnamed hero has access to, but can be damaged by each other, and in fact, our hero can use this to their advantage by teasing the sentries to entice them to fire their phaser, then ducking.  Because the sentries’ head-mounted turrets cannot aim up or down, it is possible to trick sentries into killing one another, thus increasing the chances of escape.

The humans have erected force field machines in places that can severely damage inorganic material, and the toxic atmosphere can react with human skin such that it takes on some of the characteristics of metal, such that touching the force field could be fatal for humans, too, but fortunately, in the chaos of the raid on the ruined city, human nutrient capsules were strewn about, and eating these should sufficiently protect the hero from the negative side effects of the force fields.

Gameplay:

Get to the exit any way you can, including, but not limited to, tricking the robots into shooting each other.  Any touch from a robot or its phaser bolt is instantly fatal, and you’ll be forced to restart the level.

The exit is locked until you’ve collected a certain number of chits, at which time, it’ll visually change from red to white.

Things learned:

  1. starting from scratch with no basecode: adds a LOT of time pressure, but very doable (if you don’t care about good coding practices, comments, readability or maintainability) and oddly, kind of fun.
  2. the accuracy of a homebrew platformer engine varies inversely with proximity to the deadline.
  3. don’t eat a big plate of brisket, it will make you sleepy (well, duh!).
  4. faking greyscale in 16-bit colour is a bad idea (greenish cast in some parts of the display).
  5. Allegro 4.x, DirectDraw overlays in a window and Aero don’t mix (apparently – I don’t have Win7 myself, so I’m basing this on reports from IRC)

I’ll post another playable before leaving for the ice rink.

Comments

ippa
22. Aug 2010 · 18:09 UTC
Really like the dark gfx and the black player .. good thing there’s a JAM with 24 extra hours :)

Main menu and instructions

Main menu and instructions are done…

Instructions are quite tricky to get right, since the game has quite “strange” mechanics… probably would be easier with a tutorial that would introduce the mechanics and units one by one… this way it might be a bit overwhelming, but no time for anything better…

The game has an interface issue, because it’s sometimes hard to understand exactly what’s going on, what unit is attacking which unit, etc, but that’s also due to my meagre drawing skills…

inst03.jpg inst00.jpg
inst01.jpg inst02.jpg

Anyway, still loads of stuff to do:

– End-of-game screen (when you overcome the 7 levels)
– 7 levels
– (something I just remembered) Initial gems inside the keep to help the player
– Sound effects
– Music

Be back in a while with some more stuff… the clock is ticking… less than 6 hours to go…

Comments

hdon
22. Aug 2010 · 19:10 UTC
Is Gobber Assault one of yours?
22. Aug 2010 · 19:58 UTC
Nope… It just looks similar because of the 8 bit art… I’ve traced some free-to-use sprites that Oryx submitted for the TIGSource Assemblee competition… maybe he worked on that one… :)

That’s it… a short (and early) postmortem

It is getting late here in Germany, and I slowly come to the realization that this compo was no success for me… well kind of:

As much as I liked the theme in the beginning it turned out to be harder than I thought: I considered it to be easy as it made me think of games like Mega Man and Kirby, which I absolutely love. However — as already noted in one of my first posts –, these are per se not really suited to be made in 48 hours as they encompass (relatively) complex mechanics and lots of content. Unfortunately I couldn’t get my thinking outside this box during the compo and so I started to implement basic platforming mechanics. To cut a long story short: I failed; vomit is running out of my eyes while looking over my collision code and trying to find that nasty Heisen-bug.

So hereby I officially give up on it and get some sleep (didn’t go so well for the last two days ;)). But I don’t want to leave without saying again: Despite all the failures I had the most fun just trying to code something in a looong time. I even learned a thing or two. To close this post, here are some points to improve upon next time (of course I will participate in the next compo!):

  • Do more planning (starting right now ;))
  • Think outside the “genre-box” and design more “bottom-up”
  • Be a more effective programmer (making a platformer can’t actually be that hard or is it?! I have seen a few cool screenshots of some here on the blog, so it has to be possible! :))
  • Don’t be hung over the first day…
  • More community involvement meaning more blog posts (I’m especially sorry for the lack of screenshots…), try out that IRC-thingy, comment on stuff, etc. but on the other hand…
  • Procrastinate less.

Good luck to the rest of you; I’m looking forward to playing some of those actually finished games. :)

See you all next time, hopefully!

Finished!

You can get The Lair of Fungal Wonder here.  Here’s the title screen:

screenshot2I’ll upload Linux and OSX versions tomorrow.

Comments

22. Aug 2010 · 18:25 UTC
Neat style.

Reinforcements arrive

Although I’m participating in the jam, so I have an extra day, and a team, working late is no exception. Today, however, I am especially tired, so I need some caffeine reinforcements.

Reinforcements

My lovely pink cup of reinforcement caffeine.

Tags: coffee, love2d, the LÖVE Party

Comments

Textmode
22. Aug 2010 · 18:36 UTC
/me huggles caaaaafffiiiineee! Is it strong? like a bull? I’ll take two!

First playable build

Project Cerebrum

First playable build. Still no sound, and hardly any game content, but just putting it out there:

http://dl.dropbox.com/u/10116881/Project_Cerebrum.zip

Comments

hdon
22. Aug 2010 · 19:06 UTC
Blows up in Wine. Says “Windows Access Error.” Here is a stack trace, it would seem:

Almost there

Announcement: The game now has a title: “Alien Abduction of Aliens.”

I’m having some issued with applet loading resources and such, but other than that – it’s getting there!

Please let me know if you have any issues, some people have reported not being able to play it (some issues with chrome specifically).

Play it here (Java Applet)

Splashscreen

Comments

22. Aug 2010 · 18:48 UTC
love the graphics congratz !!

Playable kinda…

I finished writing my game at least, and it doesn’t crash. Yay! Art time is NOW! 😀

pinkcatmeow

LD18 Lunch No. 2 and Progress

The time pressure is starting to worry me.  It’s getting close, but I’m having issues with routating the tracker beam and I’m not sure what the problem is!

LD18 Game Over Screen

LD18 Game Over Screen

So…. lunch :)

Grape tomatoes, smoked gouda, asiago and crackers.

Grape tomatoes, smoked gouda, asiago and crackers.

Tags: foodphoto, screenshot

Comments

22. Aug 2010 · 19:11 UTC
Your lunch looks very very yummy, I love those tomatoes, and cheese is always good :)

Sonic Boom complete-ish

Entry pageDownload (windows only, but should hopefully work in wine)

sbss2

I’m not sure I’m going to get much more done with this in compo time, but I’m delighted with how this has gone – the code’s a lot neater than my usual LD attempts are, the game feels quite complete (though not polished), it’s the first time I’ve used sound and music (if you call this music!) and while the finished product isn’t anything amazing I think it’s somewhat enjoyable and I hope someone else agrees. :)

While I wasn’t too keen on the theme – enemies as weapons struck me as something that’s been overdone already -and I’d have preferred to make something other than a shooter since that’s what my last mini-LD entry was, I’m delighted with the ideas that eventually came to me and I can see myself expanding this one in the future.

Comments

hdon
22. Aug 2010 · 19:03 UTC
New download link?

Almost finished game

Here you can find the unfinished game.
http://www.planetnana.co.il/vladp/
Please report bugs and thing that need changes.